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Reagent said:So the PPU is the thing calculating where everything goes and what it hits etc. But the graphics card still has to print it to the screen correct?
If so I am not so sure I would want 2000 items flying all over the place.
nobody_here said:hahaha it's so funny how everybody want's realism but as we get closer people start to say they actually don't want it
2000 items may not be alot if you consider splinters from wood, shell casings, etc..etc.....
not like the game developers are going to HAVE to put 2000 interactive objects in an area
nobody_here said:hahaha it's so funny how everybody want's realism but as we get closer people start to say they actually don't want it
2000 items may not be alot if you consider splinters from wood, shell casings, etc..etc.....
not like the game developers are going to HAVE to put 2000 interactive objects in an area
quadnad said:I think what he means is this: if there is an explosion, and x amount of things go flying about the screen, your vid card is still going to have to render all of that. sooooo, in order to properly enjoy some of this stuff, i think people are going to need quite a bit of gfx horsepower.
Leon2ky said:Am I the only one who doesn't think that it isn't worth $200-$300? Crap I care more about my sound than I do my physics and I pay only $120 for a kickass sound card.
duby229 said:I wonder how many people in here are rich?
I know I'm not. I'll wait until nvidia gets it itegrated onto the card first.
Narisatu said:Adding in a PPU allows for better AI calculations/control by the CPU. If you think of it that way, spending 250 every year or two for a new phsyics card is suddenly much more worth it, at least to me.. Imagine running through a field of grass, seeing your opponants in a glade of trees, dropping to prone position, disappearing into the grass, flipping on a thermal scope on a high-powered sniper rifle, and taking out an enemy, THROUGH a tree.. as the casing ejects, hitting the dirt beside you, and after the bullet has carved a path through each indivdual blade of grass.. Thats what Im talking about..
Or hell.. being unable to hide behind a steel wall to escape a tank shell.. it would just blow the building down.. much more fun...
^eMpTy^ said:I think it will be much more interesting to see fully destructable environments...when the destructability really adds to the game play...like being able to shoot holes in walles etc...
unhappy_mage said:
If you see that in real life, lemme know and I'll proceed to unplug you from the matrix.
exactlynobody_here said:for all of you guys doubting this and thinking you dont need a PPU to do this, think about it this way
we had games with 3D Graphics before we had "3D Accelerators", now commonly known as Video Cards, but it was butt ugly and slow, then came dedicated hardware and the entire PC gaming scene took off, yes, all of this can be done in software or offloaded to a non-specialized piece of hardware, but it will not run anywhere even close to the way this runs
we see large framerate drops in CS:S for instance just when smoke fills the area, or the bomb blows and just a few items are scattered, no matter what system you currently have, the drop is there, it's just more tolerable the better your system is, this is because of the massive sudden computational load placed on the CPU to calculate the physics involved (which are extremely basic even now), but with the PPU and properly coded games, we should be able to have thousands of simultaneous objects that react to their surroundings in real time, with all/most of the complex laws of physics affecting them scatter all at once and not see any significant drops in framerates, etc.......
not to mention the possible future of it all, imagine a grassy field on a wide open space in BF2 or Far Cry, except each blade of grass is being affected by "real" wind and objects in real-time.......when you lay prone and get up the grass is stamped down...and as the breeze blows it gradually stands up again.......following footsteps, real footsteps made by another player in the grass or dirt/sand.......but if you aren't quick enough the real wind effects will blow away or conceal those tracks.......
the difference the modern GPU has made for gaming graphics is the same way the PPU is going to influence gaming physics, no software code, existing CPU, or GPU can do what this thing can do, it's a dedicated Physics Processing Unit
i think some people just have no idea how far this can go
kemist1117 said:Ageia's estimated cycle is IIRC 2-4 years depending; they want a relatively stable development platform (think Creative with audigys). If ati and nvidia get seriously involved though who knows what will happen.
defaultluser said:It looks like HL2 grav gun with a few dozen more things being effected at once. We could probably get something close to that with dual-core processors. Wake me when someone comes up with something NEW.
The boxes are desctructable. YAY.
The models can be thrown about. YAY.
You still can't blow up arbitrary parts of the map.
Actually, that's not exactly the case. Their have been a few games that have added more calculated physics, but only primarily for stuff like rag dolls (UT2003 and UT2004 primarily, Doom 3 and Quake 4 has it, but not that noticeable). Also Doom 3 had the basic interaction stuff with a few pieces (such as the boxes), but nothing too drastic.Rhitick said:Its new in the fact that it isnt scripted. All physics in any game right now are scripted and act in a certain way
Xipher said:Actually, that's not exactly the case. Their have been a few games that have added more calculated physics, but only primarily for stuff like rag dolls (UT2003 and UT2004 primarily, Doom 3 and Quake 4 has it, but not that noticeable). Also Doom 3 had the basic interaction stuff with a few pieces (such as the boxes), but nothing too drastic.
PhysX is making it actually usable on a large scale. You could have a platform on 4 posts, knock a post out, and have your player slide on their side as it topples over. Having vehicles react to different surfaces by driving differently, denting buildings due too excessive force, and even having the suspension react when you hit a speed bump (the guy you just ran over).
Imagine you pulling off a rocket jump, and having wind blow you off course.
Yea, and sound cards; those will never catch on....Terra said:Terra - I bet you where one of those that said..oO(GPU...why would I ever need one?...)
cyks said:Yea, and sound cards; those will never catch on....
silentsammy said:Here's my question though...I don't know much about PPU's and physics but if lets say your gonna have every building, blade of grass, tree, leaf, snowflake etc. all as physical interactive objects then you're going to have to change the way an entire gameworld is programmed. Wouldn't there be like hundreds of thousands of physical objects in an area rather than just 10's of thousands like they say these PPU's are gonna push?
If any of you are programmers perhaps you can enlighten me since I really know nothing about this stuff.
Despotes said:"Thanks for your feedback regarding the PCI slot compatibility.
The first OEM and retail boards will be exclusively PCI.
We will have PCIe boards which will be compatible with the PCIe slots on the A8N32 , we are currently not disclosing the full details of these problems or timeline but it will be before the end of the year."
This was the response I received from AGEIA Technologies.